Gaming device

ABSTRACT

A slot machine  10  executes rescue pay when a value Ta of a unit game counter has reached Ta max k.

CROSS REFERENCE TO RELATED APPLICATION

This application claims priority to co-pending U.S. provisional patentapplication Ser. No. 60/907,668 entitled “GAMING DEVICE” filed on Apr.13, 2007 and naming Kazuo OKADA as inventor, which is incorporated byreference herein for all purposes. This application is also acontinuation-in-part of co-pending U.S. patent applications No.10/261,769 filed on Oct. 2, 2002, No. 10/262,106 filed on Oct. 2, 2002,No. 10/263,820 filed on Oct. 4, 2002, and No. 10/268,725 filed on Oct.11, 2002, which are incorporated by reference herein for all purposes.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming device, such as a slotmachine, for a game to be played using bet money such as a coin, and toa control method of the gaming device.

2. Description of the Related Art

In a facility in which a gaming device (for example, refer to PatentDocuments 1 to 44) such as a slot machine is placed, a player bets betmoney such as a coin or a bill on the gaming device, and thereby canplay a game provided by the gaming device.

For example, every time when the player bets the bet money on the slotmachine, and presses a start switch, the slot machine executes a unitgame in which a plurality of symbols arranged on a display arerearranged. Then, when a combination of the symbols rearranged on thedisplay becomes a predetermined combination, the slot machine pays outmoney corresponding to the predetermined combination.

Moreover, the slot machine also provides payout called jackpot.Specifically, the slot machine reserves, as money for the jackpot, apart of the bet money bet on the slot machine. Then, at predeterminedtiming, the slot machine decides whether or not to pay out the money forthe jackpot, and pays out the reserved money for the jackpot in the caseof deciding to pay out the money.

Patent Document 1: U.S. Pat. No. 5,820,459

Patent Document 2: U.S. Pat. No. 6,695,697

Patent Document 3: United States Patent Application Laid-Open No.2003/0069073

Patent Document 4: European Patent Application Laid-Open No. 1192975

Patent Document 5: U.S. Pat. No. 6,254,483

Patent Document 6: U.S. Pat. No. 5,611,730

Patent Document 7: U.S. Pat. No. 5,639,088

Patent Document 8: U.S. Pat. No. 6,257,981

Patent Document 9: U.S. Pat. No. 6,234,896

Patent Document 10: U.S. Pat. No. 6,001,016

Patent Document 11: U.S. Pat. No. 6,273,820

Patent Document 12: U.S. Pat. No. 6,224,482

Patent Document 13: U.S. Pat. No. 4,669,731

Patent Document 14: U.S. Pat. No. 6,244,957

Patent Document 15: U.S. Pat. No. 5,910,048

Patent Document 16: U.S. Pat. No. 5,695,402

Patent Document 17: U.S. Pat. No. 6,003,013

Patent Document 18: U.S. Pat. No. 4,283,709

Patent Document 19: European Patent Application Laid-Open No. 0631798

Patent Document 20: German Patent Application Laid-Open No. 4137010

Patent Document 21: United Kingdom Patent Application Laid-Open No.2326830

Patent Document 22: German Patent Application Laid-Open No. 3712841

Patent Document 23: U.S. Pat. No. 4,964,638

Patent Document 24: U.S. Pat. No. 6,089,980

Patent Document 25: U.S. Pat. No. 5,280,909

Patent Document 26: U.S. Pat. No. 5,702,303

Patent Document 27: U.S. Pat. No. 6,270,409

Patent Document 28: U.S. Pat. No. 5,770,533

Patent Document 29: U.S. Pat. No. 5,836,817

Patent Document 30: U.S. Pat. No. 6,932,704

Patent Document 31: U.S. Pat. No. 6,932,707

Patent Document 32: U.S. Pat. No. 4,837,728

Patent Document 33: European Patent Application Laid-Open No. 1302914

Patent Document 34: U.S. Pat. No. 4,624,459

Patent Document 35: U.S. Pat. No. 5,564,700

Patent Document 36: International Application Laid-Open No. WO03/083795

Patent Document 37: German Patent Application Laid-Open No. 3242890

Patent Document 38: European Patent Application Laid-Open No. 0840264

Patent Document 39: German Patent Application Laid-Open No. 10049444

Patent Document 40: International Application Laid-Open No. WO04/095383

Patent Document 41: European Patent Application Laid-Open No. 1544811

Patent Document 42: U.S. Pat. No. 5,890,963

Patent Document 43: European Patent Application Laid-Open No. 1477947

Patent Document 44: European Patent Application Laid-Open No. 1351180

SUMMARY OF THE INVENTION

A gaming device according to a first aspect of the present inventionincludes: a storage device that stores plural types of referencenumbers, each of which indicates an execution number of unit games, theexecution number being taken as an occasion where a payout is provided;and a controller that operates: (a) to perform a control to repeatedlyexecute the unit games; (b) to perform a control to invalidate theplural types of reference numbers in order from a smaller one in valueevery time when a predetermined reset condition is satisfied; (c) tostore each execution number of unit games; (d) to determine whether ornot the stored execution number of unit games has reached any of thereference numbers which are valid; (e) to provide a payout when it isdetermined that the stored execution number of unit games has reachedany of the valid reference numbers; and (f) to invalidate the referencenumber reached by the stored execution number of unit games.

A gaming device according to a second aspect of the present inventionincludes: a storage device that stores plural types of referencenumbers, each of which indicates an execution number of unit games, theexecution number being taken as an occasion where a payout is provided,and the plural types of reference numbers being associated with pluraltypes of payout amounts; and a controller that operates: (a) torepeatedly execute the unit games; (b) to perform a control toinvalidate the plural types of reference numbers in order from a smallerone in value every time when a predetermined reset condition issatisfied; (c) to store each execution number of unit games; (d) todetermine whether or not the stored execution number of unit games hasreached any of the reference numbers which are valid; (e) when it isdetermined that the stored execution number of unit games has reachedany one reference number of the valid reference numbers, to provide apayout of an amount corresponding to the one reference number; and (f)to invalidate the reference number reached by the stored executionnumber of unit games.

A gaming device according to a third aspect of the present inventionincludes: a storage device that stores plural types of referencenumbers, each of which indicates an execution number of unit games, theexecution number being taken as an occasion where a payout is provided,and plural types of payout amounts in association with each other; and acontroller that operates: (a) to perform a control to repeatedly executethe unit games; (b) to invalidate the plural types of reference numbersin order from a smaller one in value every time when a predeterminedreset condition is satisfied; (c) to store each execution number of unitgames; (d) to display, on a display, the predetermined reset condition,a payout amount corresponding to each of the reference numbers, and aremaining number of the unit games until the stored execution number ofunit games reaches each of the reference numbers; (e) to determinewhether or not the stored execution number of unit games has reached anyof the reference numbers which are valid; (f) when it is determined thatthe stored execution number of unit games has reached any one referencenumber of the valid reference numbers, to provide a payout of an amountcorresponding to the one reference number; and (g) to invalidate thereference number reached by the stored execution number of unit games.

A gaming device according to a fourth aspect of the present inventionincludes: a storage device that stores plural types of referencenumbers, each of which indicates an execution number of unit games, theexecution number being taken as an occasion where a payout is provided;and a controller that operates: (a) to repeatedly execute the unitgames; (b) to invalidate the plural types of reference numbers in orderfrom a smaller one in value every time when a predetermined resetcondition is satisfied; (c) to store each execution number of unitgames; (d) to determine whether or not the stored execution number ofunit games has reached any of the reference numbers which are valid; (e)when it is determined that the stored execution number of unit games hasreached any of the valid reference numbers, to receive an input using aninput device capable of input as to whether or not a player is toreceive the payout; (f) to provide a payout when the informationinputted from the input device indicates a message that the player is toreceive the payout; and (g) to invalidate the reference number reachedby the stored execution number of unit games.

A gaming device according to a fifth aspect of the present inventionincludes: a storage device that stores plural types of referencenumbers, each of which indicates an execution number of unit games, theexecution number being taken as an occasion where a payout is provided;and a controller that operates: (a) to repeatedly execute the unitgames; (b) to invalidate the plural types of reference numbers in orderfrom a smaller one in value every time when a predetermined resetcondition is satisfied; (c) to store each execution number of unitgames; (d) to determine whether or not the stored execution number ofunit games has reached any of the reference numbers which are valid; (e)when it is determined that the stored execution number of unit games hasreached any of the valid reference numbers, to receive an input using aninput device capable of input as to whether or not a player is toreceive the payout; (f) to provide a payout when the informationinputted from the input device indicates a message that the player is toreceive the payout; (g) to invalidate the reference number reached bythe stored execution number of unit games; and (h) when the informationinputted from the input device indicates the message that the player isto receive the payout, to invalidate the reference number larger invalue than the reference number reached by the stored execution numberof unit games.

A gaming device according to a sixth aspect of the present inventionincludes: a storage device that stores plural types of referencenumbers, each of which indicates an execution number of unit games, theexecution number being taken as an occasion where a payout is provided,and the plural types of reference numbers being associated with pluraltypes of payout amounts; and a controller that operates: (a) torepeatedly execute the unit games; (b) to invalidate the plural types ofreference numbers in order from a smaller one in value every time when apredetermined reset condition is satisfied; (c) to store each executionnumber of unit games; (d) to determine whether or not the storedexecution number of unit games has reached any of the reference numberswhich are valid; (e) when it is determined that the stored executionnumber of unit games has reached any one reference number of the validreference numbers, to receive an input using an input device capable ofinput as to whether or not a player is to receive the payout; (f) toprovide a payout of an amount corresponding to the one reference numberwhen the information inputted from the input device indicates a messagethat the player is to receive the payout; and (g) to invalidate thereference number reached by the stored execution number of unit games.

A gaming device according to a seventh aspect of the present inventionincludes: a storage device that stores plural types of referencenumbers, each of which indicates an execution number of unit games, theexecution number being taken as an occasion where a payout is provided,and the plural types of reference numbers being associated with pluraltypes of payout amounts; and a controller that operates: (a) torepeatedly execute the unit games; (b) to perform a control toinvalidate the plural types of reference numbers in order from a smallerone in value every time when a predetermined reset condition issatisfied; (c) to store each execution number of unit games; (d) todetermine whether or not the stored execution number of unit games hasreached any of the reference numbers which are valid; (e) when it isdetermined that the stored execution number of unit games has reachedany one reference number of the valid reference numbers, to receive aninput using an input device capable of input as to whether or not aplayer is to receive the payout; (f) to provide a payout of an amountcorresponding to the one reference number when the information inputtedfrom the input device indicates a message that the player is to receivethe payout; (g) to invalidate the reference number reached by the storedexecution number of unit games; and (h) when the information inputtedfrom the input device indicates the message that the player is toreceive the payout, to invalidate the reference number larger in valuethan the reference number reached by the stored execution number of unitgames.

A gaming device according to an eighth aspect of the present inventionincludes: a storage device that stores plural types of referencenumbers, each of which indicates an execution number of unit games, theexecution number being taken as an occasion where a payout is provided,and the plural types of reference numbers being associated with pluraltypes of payout amounts; and a controller that operates: (a) to performa control to repeatedly execute the unit games; (b) to invalidate theplural types of reference numbers in order from a smaller one in valueevery time when a predetermined reset condition is satisfied; (c) tostore each execution number of unit games; (d) to display, on a display,the predetermined reset condition, a payout amount corresponding to eachof the reference numbers, and a remaining number of the unit games untilthe stored execution number of unit games reaches each of the referencenumbers; (e) to determine whether or not the stored execution number ofunit games has reached any of the reference numbers which are valid; (f)when it is determined that the stored execution number of unit games hasreached any one reference number of the valid reference numbers, toreceive an input using an input device capable of input as to whether ornot a player is to receive the payout; (g) to provide a payout of anamount corresponding to the one reference number when the informationinputted from the input device indicates a message that the player is toreceive the payout; and (h) to invalidate the reference number reachedby the stored execution number of unit games.

A gaming device according to a ninth aspect of the present inventionincludes: a storage device that stores plural types of referencenumbers, each of which indicates an execution number of unit games, theexecution number being taken as an occasion where a payout is provided,and the plural types of reference numbers being associated with pluraltypes of payout amounts; and a controller that operates: (a) to performa control to repeatedly execute the unit games; (b) to invalidate theplural types of reference numbers in order from a smaller one in valueevery time when a predetermined reset condition is satisfied; (c) tostore each execution number of unit games; (d) to display, on a display,the predetermined reset condition, a payout amount corresponding to eachof the reference numbers, and a remaining number of the unit games untilthe stored execution number of unit games reaches each of the referencenumbers; (e) to determine whether or not the stored execution number ofunit games has reached any of the reference numbers which are valid; (e)when it is determined that the stored execution number of unit games hasreached any one reference number of the valid reference numbers, toreceive an input using an input device capable of input as to whether ornot a player is to receive the payout; (f) to provide a payout of anamount corresponding to the one reference number when the informationinputted from the input device indicates a message that the player is toreceive the payout; (g) to invalidate the reference number reached bythe stored execution number of unit games; and (h) when the informationinputted from the input device indicates the message that the player isto receive the payout, to invalidate the reference number larger invalue than the reference number reached by the stored execution numberof unit games.

A gaming device according to a tenth aspect of the present inventionincludes: a storage device that stores plural types of referenceconsumptions, each of which indicates a consumption of bet money, theconsumption being taken as an occasion where a payout is provided; and acontroller that performs: (a) processing for performing a control torepeatedly execute unit games; (b) processing for performing a controlto invalidate the plural types of reference consumptions in order from asmaller one in value when a predetermined reset condition is satisfied;(c) processing for storing each consumption of the bet money; (d)processing for performing a control to determine whether or not thestored consumption of the bet money has reached any of the referenceconsumptions which are valid; (e) processing for performing a control toprovide a payout when it is determined that the stored consumption ofthe bet money has reached any of the valid reference consumptions; and(f) processing for performing a control to invalidate the referenceconsumption reached by the stored consumption of the bet money.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a flowchart showing an example of processing performed by aslot machine according to an embodiment of the present invention.

FIG. 2 is a perspective view of the slot machine according to theembodiment of the present invention.

FIG. 3 is an explanatory view showing display areas of the slot machineaccording to the embodiment of the present invention.

FIG. 4 is a block diagram showing a control circuit of the slot machineaccording to the embodiment of the present invention.

FIG. 5 is a flowchart showing a processing procedure of the slot machineaccording to the embodiment of the present invention.

FIG. 6 is a flowchart showing a processing procedure of the slot machineaccording to the embodiment of the present invention.

FIG. 7 is a flowchart showing a processing procedure of the slot machineaccording to the embodiment of the present invention.

FIG. 8 is a flowchart showing a processing procedure of the slot machineaccording to the embodiment of the present invention.

FIG. 9 is a flowchart showing a processing procedure of the slot machineaccording to the embodiment of the present invention.

FIG. 10 is a flowchart showing a processing procedure of the slotmachine according to the embodiment of the present invention.

FIG. 11 is a flowchart showing a processing procedure of the slotmachine according to the embodiment of the present invention.

FIG. 12 is a flowchart showing a processing procedure of the slotmachine according to the embodiment of the present invention.

FIG. 13 is a flowchart showing a processing procedure of the slotmachine according to the embodiment of the present invention.

FIG. 14 is a flowchart showing a processing procedure of the slotmachine according to the embodiment of the present invention.

FIG. 15 is a flowchart showing a processing procedure of the slotmachine according to the embodiment of the present invention.

FIG. 16 is a flowchart showing a processing procedure of the slotmachine according to the embodiment of the present invention.

FIG. 17 is a flowchart showing a processing procedure of the slotmachine according to the embodiment of the present invention.

FIG. 18 is a flowchart showing a processing procedure of the slotmachine according to the embodiment of the present invention.

FIG. 19 is a flowchart showing a processing procedure of the slotmachine according to the embodiment of the present invention.

FIG. 20 is a flowchart showing a processing procedure of the slotmachine according to the embodiment of the present invention.

FIG. 21 is a flowchart showing a processing procedure of the slotmachine according to the embodiment of the present invention.

FIG. 22 is an explanatory view showing an example of a payout tablereferred to by the slot machine according to the embodiment of thepresent invention.

FIG. 23 is an explanatory view showing an example of a firstcorrespondence table referred to by the slot machine according to theembodiment of the present invention.

FIG. 24 is an explanatory view showing an example of a secondcorrespondence table referred to by the slot machine according to theembodiment of the present invention.

FIG. 25 is an explanatory view showing an example of a thirdcorrespondence table referred to by the slot machine according to theembodiment of the present invention.

FIG. 26 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 27 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 28 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 29 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 30 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 31 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 32 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 33 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 34 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 35 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 36 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 37 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 38 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 39 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 40 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 41 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 42 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

FIG. 43 is an explanatory view showing an example of an image displayedby the slot machine according to the embodiment of the presentinvention.

DETAILED DESCRIPTION OF THE EMBODIMENTS First Embodiment

A description will be made of characteristic portions of a firstembodiment of the present invention with reference to a flowchart shownin FIG. 1, a perspective view of a slot machine 10, which is shown inFIG. 2, and explanatory views shown in FIG. 27 to FIG. 29. FIG. 3 is anexplanatory view showing display areas Q1 to Q15 which are displayed ona liquid crystal display 16 of the slot machine 10, and FIG. 27 to FIG.29 are explanatory views showing images displayed on the liquid crystaldisplay 16 of the slot machine 10.

The slot machine 10 according to the first embodiment performs executionprocessing of a game, which is shown in FIG. 1. Specifically, in StepS11, the slot machine 10 receives a medal (bet money) bet for a unitgame. The medial is also referred to as a credit. In the firstembodiment and the respective embodiments to be described later, the betmoney is a concept including a monetary value (valuable information) tobe paid out from the slot machine 10 as well as a monetary value(valuable information) to be inserted by a player into the slot machine10. Here, the unit game is started by starting to scroll symbols stopped(arranged) on the display areas Q1 to Q15, and is ended by stopping(rearranging) the symbols on the display areas Q1 to Q15 one more time.Note that one symbol is stopped on each of the display areas Q1 to Q15.

In Step S12, the slot machine 10 receives an input as to whether or notto carry insurance (that is, to turn on rescue pay).

Specifically, a rescue pay button 210 shown in FIG. 27 is displayed onthe liquid crystal display 16. The rescue pay is also referred to asinsurance pay. A surface of the liquid crystal display 16 is coveredwith a touch panel sensor 19. The slot machine 10 determines whether ornot the player has pressed the rescue pay button 210 based on a signalgiven from the touch panel sensor 19. In the case of determining thatthe player has pressed the rescue pay button 210, the slot machine 10displays an explanation panel 220 shown in FIG. 28. On the explanationpanel 220, an explanation sentence 220 a that explains contents of theinsurance, that is, contents of the rescue pay is described. The rescuepay is one to pay out medals in order to rescue a player who has made aconsumption. In the first embodiment and the respective embodiments tobe described later, the consumption becomes the number of medals, whichis obtained by subtracting the number of medals paid to the player bythe slot machine 10 from the number of medals bet on the slot machine 10by the player. In the first embodiment, the rescue pay is executed everytime when a unit game that does not satisfy a reset condition reaches1000 games, 1500 games, 2000 games, and 3000 games. The reset conditionwill be described later.

Moreover, the explanation panel 220 includes a YES panel 221, a NO panel222, and a shifting-to reset condition explanation panel 223. Based on asignal given from the touch panel sensor 19, the slot machine 10determines which of the YES panel 221, the NO panel 222, and theshifting-to reset condition explanation panel 223 has been pressed. Whenthe YES panel 221 has been pressed, the slot machine 10 recognizes thatthe player is to carry the insurance, and when the NO panel 222 has beenpressed, the slot machine 10 recognizes that the player is not to carrythe insurance. The slot machine 10 stores a result of the recognition asrecognition result data in a RAM 110 (refer to FIG. 4). In such a way,the slot machine 10 receives the input as to whether on not to carry theinsurance.

Meanwhile, when the shifting-to reset condition explanation panel 223has been pressed, as shown in FIG. 29, the slot machine 10 displays anexplanation sentence 220 b and a RETURN panel 224 on the explanationpanel 220. The explanation sentence 220 b explains contents of the resetcondition. The reset condition is “a combination of five jokers or acombination in which a payout rate is 60 times or more is stopped on apayline 214 b”. The payout rate will be described later. Based on asignal given from the touch panel sensor 19, the slot machine 10determines whether or not the RETURN button 224 has been pressed. Whenthe RETURN button 224 has been pressed, the slot machine 10 displays animage shown in FIG. 28 on the liquid crystal display panel 16.

In Step S13, based on the recognition result data, the slot machine 10determines whether or not the player is to carry the insurance. When theplayer is to carry the insurance, the processing proceeds to Step S13-1,and when the player is not to carry the insurance, the processingproceeds to Step S14.

In Step S13-1, the slot machine 10 turns on a rescue setting flag(initial value thereof is OFF (=0)), that is, sets the rescue settingflag at “1”.

In Step S14, the slot machine 10 increases a value Ta of a unit gamecounter by 1. Here, the value Ta of the unit game counter indicates thenumber of unit games executed when the rescue pay is turned on.

In Step S15, the slot machine 10 executes the unit game. Specifically,the slot machine 10 scrolls the symbols stopped on the display areas Q1to Q15, and stops the symbols on the display areas Q1 to Q15 one moretime. Here, on the liquid crystal display 16, there are provided: apayline 214 a that passes through the display areas Q1 to Q5; thepayline 214 b that passes through the display areas Q6 to Q10; a payline214 c that passes through the display areas Q11 to Q15; a payline 214 dthat passes through the display areas Q1, Q7, Q13, Q9 and Q5; and apayline 214 e that passes through the display areas Q11, Q7, Q3, Q9 andQ15. The slot machine 10 decides whether or not to pay the medals to theplayer based on combinations of the symbols stopped on the respectivepaylines 214 a to 214 e.

In Step S16, the slot machine 10 determines a condition that a playingresult of the unit game satisfies the reset condition. When thiscondition is satisfied, the processing proceeds to Step S20, and whenthis condition is not satisfied, the processing proceeds to Step S17.

In Step S17, the slot machine 10 determines a condition that the rescuesetting flag is turned on. When this condition is satisfied, theprocessing proceeds to Step S18, and when this condition is notsatisfied, the execution processing of the game is ended.

In Step S18, the slot machine 10 determines a condition that the valueTa of the unit game counter has coincided with Ta max k. When thiscondition is satisfied, the processing proceeds to Step S19, and whenthis condition is not satisfied, the execution processing of the game isended. k is an integer of 1 or more. Specifically, plural types of Tamax k are prepared. k is each value of a reference number counter, anddetails thereof will be described later.

In Step S19, the slot machine 10 executes the rescue pay. Specifically,the slot machine 10 pays out a predetermined number of medals.Thereafter, the slot machine 10 ends the execution processing of thegame. Here, “the predetermined number of medals are paid out” means thatthe predetermined number of medals are paid out from a medal payout port28, or means that the total number of medals stored in the RAM 110 isincreased by the predetermined number. Here, the total number of medalsindicates the total number of medals owned by the player among themedals incorporated in the slot machine 10.

In Step S20, the slot machine 10 increases the value k of the referencenumber counter by 1.

In Step S21, based on each combination of the symbols stopped again oneach of the paylines 214 a to 214 e, the slot machine 10 decides thenumber of medals to be paid to the player, and pays out the decidednumber of medals to the player. Thereafter, the slot machine 10 ends theexecution processing of the game.

Next, a description will be made in detail of a configuration of theslot machine 10 according to this embodiment. As shown in FIG. 2, theslot machine 10 according to this embodiment includes a cabinet 11, atop box 12 provided on the cabinet, and a main door 13. On a surface ofthe cabinet 11, which faces to the player, the liquid crystal display 16is provided. Moreover, in the cabinet 11, there are provided a varietyof constituent members including: a controller 40 (refer to FIG. 4) forelectrically controlling this slot machine 10; a hopper 44 (refer toFIG. 4) for controlling the insertion, reserving, and payout of themedals; and the like.

Moreover, in the first embodiment and the respective embodiments to bedescribed later, the medal is mentioned as an example of currency forexecuting the unit game; however, the currency is not limited to themedal, and for example, a coin, a token, electronic money, or electronicvaluable information (credit) equivalent to these can be mentioned.

The main door 13 is attached onto the cabinet 11 so as to beopenable/closable. On a substantial center of the main door 13, theliquid crystal display 16 is provided. As will be described later, theliquid crystal display 16 displays images regarding a variety of gamesincluding the unit game. For example, the liquid crystal display 16displays a display area Q shown in FIG. 3. The display area Q ispartitioned into the display areas Q1 to Q15. In each of the displayareas Q1 to Q15, the symbol is stopped, scrolled, and stopped again.

Below the liquid crystal display 16, there are provided: a medalinsertion slot 21 for inserting therethrough the medal for use in thecase of playing the game; and a bill identifier 22 for identifyingwhether or not a bill is appropriate and for receiving a normal bill.Moreover, in the vicinity of the medal insertion slot 21 and the billidentifier 22, a variety of operation switches are provided.

As the operation switches, there are provided a cashout switch 23, a MAXBET switch 24, a BET switch 25, a spin/repeat/bet switch 26, and a STARTswitch 27.

The BET switch 25 is used when the player bets one medal on the unitgame. Specifically, every time when the player presses the BET switch 25once, one medal is bet on the unit game.

The spin/repeat/bet switch 26 is used when the player bets, on the unitgame of this time, the same number of medals as the number of medals beton the previous unit game. Specifically, when the player presses thespin/repeat/bet switch 26 once, the medals of the number correspondingto the number of medals bet on the previous unit game are bet on theunit game of this time.

The START switch 27 is a switch for starting the unit game on the liquidcrystal display 16 after the medals are bet. When the START switch 27 ispressed after the medals are bet, the symbols stopped on the displayareas Q1 to Q15 are started to be scrolled.

The cashout switch 23 is a switch for paying out the inserted medals.Specifically, when the cashout switch 23 is pressed, the medals of thenumber corresponding to the total number of medals are discharged fromthe medal payout port 28 open at a lower portion of a front surface ofthe main door 13, and the discharged medals are accumulated in a medaltray 18.

The MAX BET switch 24 is a switch for betting, by one operation, themaximum number (“3” in the first embodiment and the respectiveembodiments to be described later) bettable in one game. Specifically,when the player presses the MAX BET switch 24 once, three medals are beton the unit game.

On the front surface of the lower portion of the main door 13, a footdisplay 34 is provided, and displays a variety of images regarding thegames of the slot machine 10. As such images, for example, charactersand the like of the slot machine 10 can be mentioned.

On both sides of the foot display 34, lamps 47 are provided, and emitlight based on a preset light-emitting pattern. The payout port 28 ofthe medals is provided below the foot display 34.

On a front surface of the top box 12, an upper display 33 is provided.The upper display 33 is a liquid crystal display, on which various typesof information are displayed.

A speaker 29 is provided in the top box 12. Below the upper display 33,there are provided a ticket printer 35, a card reader 36, a data display37, and a keypad 38. The ticket printer 35 prints, on a ticket, a barcode in which the respective data such as the number of medals, a date,and an identification number of the slot machine 10 are encoded, andoutputs the ticket as a bar code-added ticket 39.

The player allows another slot machine to read the bar code-added ticket39, and thereby can play the game on the slot machine concerned, and canexchange the bar code-added ticket 39 with bills and the like at apredetermined spot (for example, cashier in a casino) of a game arcade.

The card reader 36 is capable of receiving a smart card, and reads datafrom the smart card inserted thereinto, and writes data into the smartcard. The smart card is a card carried by the player, in which data foridentifying the player, data regarding a history of the games played bythe player, and the like are stored.

Moreover, a lamp 30 is provided on an upper end portion of the upperdisplay 33. The lamp 30 includes: a light source composed of an electricbulb; a reflection plate capable of reflecting light from the lightsource; and a drive unit that rotates the reflection plate about thelight source. The lamp 30 irradiates the light from the light source,and meanwhile, rotates the reflection plate about the light source, thusmaking it possible to rotate the light from the light source.

FIG. 4 is a block diagram showing an electric configuration of thecontroller 40 provided in the slot machine 10 according to thisembodiment and a variety of instruments connected to the controller 40.The controller 40 of the slot machine 10, which is shown in FIG. 4, is amicrocomputer, and includes an interface circuit group 102, aninput/output bus 104, a CPU 106, a ROM 108, a RAM 110, a communicationinterface circuit 111, a random number generator 112, a speaker drivecircuit 122, a hopper drive circuit 124, a counter 128, a displaycontroller 140, and a lamp drive circuit 30 a.

The interface circuit group 102 is connected to the input/output bus104, and the input/output bus 104 transfers a data signal or an addresssignal with the CPU 106.

To the interface circuit group 102, there are connected the START switch27, the BET switch 25, the MAX BET switch 24, the spin/repeat/bet switch26, the cashout switch 23, and a medal sensor 43. Then, the respectiveswitches 23 to 27 output signals to the interface circuit group 102 whenbeing pressed by the player. The interface circuit group 102 convertsthe signals given from the respective switches 23 to 27 intopredetermined signals, and transmits the signals to the CPU 106 throughthe input/output bus 104. Specifically, the respective switches outputthe signals to the CPU 106 through the interface circuit group 102 andthe input/output bus 104.

The medal sensor 43 is a sensor for detecting the medal inserted intothe medal insertion slot 21, and is provided in a medal insertion regionof the medal insertion slot 21. A detection signal outputted by themedal sensor 43 is supplied to the interface circuit group 102, and isconverted into a predetermined signal by the interface circuit group102, and thereafter, the signal thus converted is transmitted to the CPU106 through the input/output bus 104. Specifically, the medal sensor 43outputs the signal to the CPU 106 through the interface circuit group102 and the input/output bus 104. The CPU 106 increases the total numberof medals by 1 every time when being given the signal from the medalsensor 43. However, when the total number of medals is 0, the CPU 106increases the bet number per unit game by 1 every time when being giventhe signal from the medal sensor 43. After the bet number per unit gamereaches 3, the CPU 106 increases the total number of medals by 1 everytime when being given the signal from the medal sensor 43. Here, the betnumber per unit game indicates the number of medals bet on the unitgame, and is stored in the RAM 110.

To the input/output bus 104, there are connected: the ROM 108 in which asystem program, a game execution program, and the like are stored; andthe RAM 110 for use as a work area of the CPU 106. Moreover, to theinput/output bus 104, there are connected the random number generator112, the communication interface circuit 111, the display controller140, the hopper drive circuit 124, the speaker drive circuit 122, andthe counter 128.

The CPU 106 reads out the game execution program and executes the unitgame on the occasion when a start operation of the game is received bythe START switch 27. The game execution program is a program forexecuting the unit game on the liquid crystal display 16 through thedisplay controller 140.

Specifically, the game execution program is programmed so as to executethe unit game, in which the symbols are scrolled on the respectivedisplay areas Q1 to Q15 (refer to FIG. 2), and thereafter, the symbolsare stopped again thereon.

The RAM 110 is used as the area of the work by the CPU 106. Thecommunication interface circuit 111 is connected to a whole server orthe like, and transmits the data regarding the history of the playsexecuted in the slot machine 10, and the like to the whole server.Moreover, the communication interface circuit 111 receives a variety ofdata transmitted from the whole server.

The random number generator 112 generates a random number for decidingthe symbols to be stopped in the unit game executed on the liquidcrystal display 16.

The speaker drive circuit 122 outputs audio data to the speaker 29.Specifically, the CPU 106 reads out the audio data stored in the ROM108, and transmits the audio data to the speaker drive circuit 122through the input/output bus 104. In such a way, a predetermined effectsound is emitted from the speaker 29.

The hopper drive circuit 124 outputs a payout signal to the hopper 44when cashout occurs. Specifically, upon receiving the cashout signalfrom the cashout switch 23, the CPU 106 outputs a drive signal to thehopper drive circuit 124 through the input/output bus 104. In such away, the hopper 44 pays out the medals of the number corresponding tothe total number of medals.

The display controller 140 performs a display control to execute theunit game on the liquid crystal display 16. Specifically, the CPU 106generates a signal of an image display command corresponding to a stateof the unit game and a result of the unit game, and outputs the signalof the image display command to the display controller 140 through theinput/output bus 104. Upon receiving the signal of the image displaycommand, which is outputted from the CPU 106, the display controller 140generates a drive signal for driving the liquid crystal display 16 basedon the image display command, and outputs the drive signal thusgenerated to the liquid crystal display 16. In such a way, apredetermined image is displayed on the liquid crystal display 16.

Moreover, the touch panel 19 is provided on the surface of the liquidcrystal display 16. The player touches the touch panel sensor 19,whereby data on a touched position on the liquid crystal display 16 isdetected, and is transmitted to the CPU 106.

The counter 128 stores a variety of count values (specifically describedlater). The lamp drive circuit 30 a is connected to the lamp 30, andcontrols the lamp 30 in accordance with a control by the CPU 106.

Next, a description will be made of main processing executed by the slotmachine 10 along flowcharts of FIG. 5 to FIG. 9. The slot machine 10repeatedly performs the main processing. Specifically, one piece of themain processing composes one processing cycle.

In Step S31, the CPU 106 receives medal bet for the unit game.Specifically, the CPU 106 receives the signal given from the MAX BETswitch 24, the BET switch 25, or the spin/repeat/bet switch 26. Uponbeing given the signal from the MAX BET switch 24, the CPU 106 sets thebet number per unit game at 3, and meanwhile, reduces the total numberof medals by 3. Every time when being given the signal from the BETswitch 25, the CPU 106 increases the bet number per unit game by 1, andmeanwhile, reduces the total number of medals by 1. Upon being given thesignal from the spin/repeat/bet switch 26, the CPU 106 uses the betnumber per unit game of the previous time (one cycle before) as the betnumber per unit game of this time (current cycle), and meanwhile,reduces the total number of medals by the bet number per unit game ofthis time. When the total number of medals is 0, the CPU 106 increasesthe bet number per unit game by 1 every time when being given the signalfrom the medal sensor 43. In such a way, the CPU 106 receives the medalbet.

In Step S32, the CPU 106 determines a condition that the rescue settingflag (formed on the RAM 110; the initial value thereof is “OFF (=0)”) is“ON (=1)”. When this condition is satisfied, the processing proceeds toStep S33, and when this condition is not satisfied, the processingproceeds to Step S32-1.

In Step S32-1, the CPU 106 receives the input as to whether or not tocarry the insurance. Specifically, the CPU 106 displays an image shownin FIG. 26 on the upper display 33, and displays the image shown in FIG.27 on the liquid crystal display 16.

The image displayed on the upper display 33 includes: an image 302 inwhich a woman is drawn; and an image 200 indicating that the rescue payis turned off. Meanwhile, the image displayed on the liquid crystaldisplay 16 includes display areas 31, 32 a and 32 b and the rescue paybutton 210 as well as the display areas Q1 to Q15. Note that, inprinciple, these images are always displayed on the liquid crystaldisplay 16. The total number of medals is displayed on the display area31. On the display area 32 a, there are displayed the result of the unitgame of this time (that is, in the current cycle) and the total numberof medals paid to the player by the rescue pay. On the display area 32b, the bet number per unit game of this time (that is, in the currentcycle) is displayed. On the rescue pay button 210, it is displayedwhether or not the rescue pay is turned on. Specifically, when therescue pay is turned off, “RESCUEPAY MORE INFO” is displayed, and whenthe rescue pay is turned on, “RESCUE ON MORE INFO” is displayed.

Moreover, the CPU 106 determines whether or not the player has pressedthe rescue pay button 210 based on the signal given from the touch panelsensor 19. In the case of determining that the player has pressed therescue pay button 210, the CPU 106 displays an image shown in FIG. 28 onthe liquid crystal display 16. This image includes the explanation panel220. On the explanation panel 220, the explanation sentence 220 a thatexplains the contents of the insurance, that is, the contents of therescue pay is described.

The rescue pay is one to pay out the medals in order to rescue theplayer who has made the consumption. In the first embodiment, the rescuepay is executed every time when the unit game that does not satisfy thereset condition reaches 1000 games, 1500 games, 2000 games, and 3000games.

Moreover, the explanation panel 220 includes the YES panel 221, the NOpanel 222, and the shifting-to reset condition explanation panel 223.Based on the signal given from the touch panel sensor 19, the slotmachine 10 determines which of the YES panel 221, the NO panel 222, andthe shifting-to reset condition explanation panel 223 has been pressed.When the YES panel 221 has been pressed, the slot machine 10 recognizesthat the player is to carry the insurance, and when the NO panel 222 hasbeen pressed, the slot machine 10 recognizes that the player is not tocarry the insurance. The slot machine 10 stores the result of therecognition as the recognition result data in the RAM 110 (refer to FIG.4). In such a way, the slot machine 10 receives the input as to whetheron not to carry the insurance.

Meanwhile, when the shifting-to reset condition explanation panel 223has been pressed, as shown in FIG. 29, the slot machine 10 displays theexplanation sentence 220 b and the RETURN panel 224 on the explanationpanel 220. The explanation sentence 220 b explains the contents of thereset condition. The reset condition is “the combination of five jokersor the combination in which the payout rate is 60 times or more isstopped on a payline 214 b”. The payout rate and the payline 214 b willbe described later. Based on the signal given from the touch panelsensor 19, the slot machine 10 determines whether or not the RETURNbutton 224 has been pressed. When the RETURN button 224 has beenpressed, the slot machine 10 displays the image shown in FIG. 28 on theliquid crystal display panel 16.

In Step S32-2, the CPU 106 determines whether or not the player is tocarry the insurance based on the recognition result data. When theplayer is to carry the insurance, the processing proceeds to Step S32-2,and when the player is not to carry the insurance, the processingproceeds to Step S33.

In Step S32-3, the CPU 106 displays an image shown in FIG. 30.Specifically, the CPU 106 displays the explanation panel 220, and on theexplanation panel 220, displays an explanation sentence 220 c and aCANCEL PANEL 225. The explanation sentence 220 c indicates a message torequire the player to bet 100 medals as an insurance fee. The insurancefee indicates the number of medals necessary to be paid by the player inorder to receive the rescue pay. Based on the signal given from thetouch panel sensor 19, the CPU 106 determines whether or not the CANCELbutton 225 has been pressed. When the CANCEL button 225 has beenpressed, the processing proceeds to Step S33.

Meanwhile, based on the signal given from the medal sensor 43, the CPU106 determines whether or not the insurance fee has been bet within apredetermined time (for example, three minutes). When the insurance feehas been bet, the processing proceeds to Step S32-4, and when theinsurance fee has not been bet, the processing proceeds to Step S33.

Specifically, in the case of having been given a hundred signals fromthe medal sensor 43 within the predetermined time, the CPU 106determines that the insurance fee is bet, and otherwise, for example, inthe case of not having been given the signals from the medal sensor 43within the predetermined time, the CPU 106 determines that the insurancefee is not bet. Hence, the player who desires to receive the rescue payinserts a hundred medals from the medal insertion port 21 within thepredetermined time. As a matter of course, an insurance fee bet buttonfor betting the insurance fee may be prepared, and the insurance fee maybe bet by using the insurance fee bet button. In this case, the totalnumber of medals is reduced every time when the insurance fee bet buttonis pressed. Note that the slot machine 10 may require the player to betthe insurance fee every time before the unit game is started. In thiscase, the insurance fee required per unit game becomes lower in amountthan 100 medals. The player presses the insurance fee bet button everytime when being required to bet the insurance fee, and thereby bets theinsurance fee. The slot machine 10 may turn off the rescue setting flagwhen the player has not pressed the insurance fee bet button.

In Step S32-4, the CPU 106 turns on the rescue setting flag. Hence, therescue setting flag indicates that the rescue pay is turned on.Moreover, the CPU 106 displays an image shown in FIG. 31 on the upperdisplay 33, and displays an image shown in FIG. 32 on the liquid crystaldisplay 16. On the image displayed on the upper display 33, there aredisplayed: a reset condition explanation panel 401 that shows thecontents of the reset condition; and a count down panel 402 that showsthe remaining number of unit games until receiving the rescue pay (inFIG. 31, simply expressed as “remaining number of games”) and the numberof medals to be paid by the rescue pay (in FIG. 31, simply expressed as“payout number”) in association with each other. Meanwhile, on therescue pay button 210, “RESCUE ON MORE INFO” is displayed.

In Step S33, the CPU 106 determines a condition that the START switch 27has been pressed, and specifically, a condition that the signal has beengiven from the START switch 27. When this condition is satisfied, theprocessing proceeds to Step S34, and when this condition is notsatisfied, the processing proceeds to Step S32.

In Step S34, the CPU 106 performs unit game execution processing shownin FIG. 6. In brief, the CPU 106 executes the unit game, and in responseto a result thereof, calculates the payout number of medals.

In Step S35, the CPU 106 performs increment processing shown in FIG. 7.In brief, when a fixed condition is satisfied, the CPU 106 increases(makes increment of) the value k of the reference number counter by 1.The reference number counter is formed in the counter 128, and aninitial value thereof is 1.

In Step S36, the CPU 106 performs rescue pay execution processing shownin FIG. 8. In brief, when a fixed condition is satisfied, the CPU 106calculates the payout number of medals by the rescue pay.

In Step S37, the CPU 106 performs payout processing shown in FIG. 9. Inbrief, the CPU 106 pays out the medals of the number corresponding tothe sum of the number calculated in Step S34 and the number calculatedin Step S36.

Next, a description will be made of the unit game execution processingbased on FIG. 6. In Step S70, the CPU 106 determines a condition thatthe rescue setting flag is turned on. When this condition is satisfied,the processing proceeds to Step S70-2, and when this condition is notsatisfied, the processing proceeds to Step S71.

In Step S70-2, the CPU 106 increases the value Ta of the unit gamecounter (formed on the counter 128; an initial value thereof is “0”)by 1. Hence, the value Ta of the unit game counter indicates the numberof unit games executed when the rescue pay is turned on.

In Step S71, the CPU 106 acquires a random number from the random numbergenerator 112 for each of the display areas Q1 to Q15, and based on theacquired random number, decides the symbol to be stopped on each of thedisplay areas Q1 to Q15.

In Step S72, the CPU 106 scrolls the symbols individually stopped on thedisplay areas Q1 to Q15, and stops the symbols decided in Step S71. Insuch a way, five symbols are stopped again on each of the paylines 214 ato 214 e.

In Step S73, based on a combination of the symbols stopped again on eachof the paylines 214 a to 214 e and based on a payout table shown in FIG.22, the CPU 106 determines a condition that a combination of thesymbols, which generates the payout of the medals, is stopped on any ofthe paylines 214 a to 214 e, and determines a condition that thecombination of five jokers is stopped on the payline 214 b. When atleast one of these conditions is satisfied, the processing proceeds toStep S74, and when such a condition is not satisfied, the unit gameexecution processing is ended. Here, the payout table is stored in theROM 108. The payout table shows a correspondence relationship among thecombination of the symbols, which generates the payout of the medals,the bet number per unit game, and the payout rate. Here, “1ST Credit”means that the bet number per unit game is 1, “2ND Credit” means thatthe bet number per unit game is 2, and “3RD Credit” means that the betnumber per unit game is 3. Hence, for example, when five symbols in eachof which three pieces of “BAR” are longitudinally arrayed are stopped onthe payline 214 a, and the bet number per unit game is 2, the payoutrate becomes 120. The jokers are denoted by “J”.

In Step S74, based on the payout table, the combination of the symbolsstopped again on each of the paylines 214 a to 214 e, and the bet numberper unit game, the CPU 106 calculates a payout amount, that is, thenumber of medals to be paid to the player. Specifically, first, the CPU106 decides the payout rate based on the combination of the symbolsstopped again on one payline, the bet number per unit game, and thepayout table, multiplies the decided payout rate by the bet number perunit game, and thereby calculates a unit payout amount regarding the onepayline concerned. The CPU 106 calculates the unit payout amounts forall the paylines. Subsequently, the CPU 106 obtains the total sum ofthese unit payout amounts, and thereby calculates the payout amount. TheCPU 106 stores the calculated payout amount as a usual payout number inthe RAM 110. Note that an initial value of the usual payout number is 0.

In Step S75, the CPU 106 determines a condition that a specificcombination is stopped again on the payline 214 b. When this conditionis satisfied, the processing proceeds to Step S76, and when thiscondition is not satisfied, the unit game execution processing is ended.Here, the specific combination is a combination composed of five jokersor a combination in which the payout rate becomes 60 or more. Inaccordance with the payout table, a combination assembling five symbolseach of which is formed of letters of “DOUBLE” and a woman face and thecombination assembling five symbols in each of which three pieces of“BAR” are longitudinally arrayed become the specific combinations nomatter what the bet number per unit game may be. A combinationassembling five symbols in each of which two pieces of “BAR” arelongitudinally arrayed becomes the specific combination when the betnumber per unit game becomes 2 or more. A combination assembling fivepieces of “CHERRY” becomes the specific combination when the bet numberper unit game becomes 3.

In Step S76, the CPU 106 turns on a specific symbol establishment flag(sets the specific symbol establishment flag at 1). The specific symbolestablishment flag is formed on the RAM 110, and an initial valuethereof is off (=0). Thereafter, the CPU 106 ends the unit gameexecution processing.

Next, a description will be made of the increment processing based onFIG. 7. In Step S92, the CPU 106 determines a condition that thespecific symbol establishment flag is turned on. When this condition issatisfied, the processing proceeds to Step S93, and when this conditionis not satisfied, the increment processing is ended.

In Step S93, the CPU 106 increases the value k of the reference numbercounter by 1. In Step S93-1, the CPU 106 determines a condition that thevalue k of the reference number counter exceeds 4. When this conditionis satisfied, the processing proceeds to Step S93-2, and when thiscondition is not satisfied, the processing proceeds to Step S94.

In Step S93-2, the CPU 106 resets the value Ta of the unit game counterat 0, and resets the value k of the reference number counter at 1. InStep S93-3, the CPU 106 turns off the rescue setting flag.

In Step S94, the CPU 106 turns off (resets) the specific symbolestablishment flag. Thereafter, the CPU 106 ends the incrementprocessing.

Next, a description will be made of the rescue pay execution processingbased on FIG. 8. In Step S101, the CPU 106 determines a condition thatthe rescue setting flag is turned on. When this condition is satisfied,the processing proceeds to Step S102, and when this condition is notsatisfied, the rescue pay execution processing is ended.

In Step S102, the CPU 106 decides Ta max k (this is so-called “ceiling”)based on the value k of the reference number counter and a firstcorrespondence table shown in FIG. 23. Here, the first correspondencetable shows a correspondence relationship among the value k of thereference number counter or a value k1 of a first reference numbercounter, a value of Ta max k or Ta max k1, and the payout number by therescue pay, and is stored in the ROM 108. For example, when the value kof the reference number counter becomes 1, the CPU 106 decides Ta max kat 1000. The CPU 106 determines a condition that the value Ta of theunit game counter coincides with the decided Ta max k. When thiscondition is satisfied, the processing proceeds to Step S103, and whenthis condition is not satisfied, the processing proceeds to Step S102-1.The value k1 of the first reference number counter and Ta max k1 areused in a second embodiment, and details thereof will be describedlater.

In Step S102-1, the CPU 106 displays images corresponding to the valueTa of the unit game counter on the upper display 33 and the liquidcrystal display 16. Specifically, the CPU 106 calculates a value of Tamax 1−Ta, a value of Ta max 2−Ta, a value of Ta max 3−Ta, and a value ofTa max 4−Ta as the remaining number of unit games until receiving therescue pay. Note that, when such a value of Ta max kα−Ta becomes aminus, the CPU 106 calculates the value of Ta max kα−Ta to be 0. Here,kα is an integer within a range of 1 to 4. Subsequently, as shown inFIG. 31, the CPU 106 displays the reset condition explanation panel 401and the count down panel 402 on the upper display 33. On the count downpanel 402, the remaining numbers of unit games until receiving therescue pay (in FIG. 31, simply expressed as “remaining number of games”)and the numbers of medals to be paid by the rescue pay (in FIG. 31,simply expressed as “payout number”) are shown in association with eachother. Specifically, on the count down panel 402, the value of Ta max1−Ta and the payout number “360” are displayed in association with eachother, the value of Ta max 2−Ta and the payout number “720” aredisplayed in association with each other, the value of Ta max 3−Ta andthe payout number “1440” are displayed in association with each other,and the value of Ta max 4−Ta and the payout number “2880” are displayedin association with each other. FIG. 31 shows a display example when Tais equal to 500. FIG. 33 shows another example. FIG. 33 shows a displayexample when Ta is equal to 1200. Note that, as shown in FIG. 32, whenthe value of Ta max k−Ta is larger than 10, the display areas 31, 32 aand 32 b and the rescue pay button 210 are displayed on the liquidcrystal display 16 besides the display areas Q1 to Q15.

When the value of Ta max k−Ta has become 10 or less, the CPU 106displays the reset condition explanation panel 401 and the count downpanel 402 on the upper display 33 as shown in FIG. 34, and meanwhile,displays a woman angel 249 on the liquid crystal display panel 16 asshown in FIG. 35. The CPU 106 expands wings of the woman angel 249 everytime when the value of Ta max k−Ta is reduced. FIG. 34 and FIG. 35 showdisplay examples when k is equal to 1 and the value of Ta max k−Ta is10, and FIG. 36 and FIG. 37 show display examples when k is equal to 1and the value of Ta max k−Ta is 1. Moreover, the CPU 106 irradiates thelight from the lamp 30, and rotates the reflection plate. The CPU 106increases a rotation speed of the reflection plate every time when thevalue of Ta max k−Ta is reduced. Thereafter, the CPU 106 ends the rescuepay execution processing.

In Step S103, the CPU 106 decides the amount of the rescue pay, that is,the number of medals to be paid by the rescue pay based on the value kof the reference number counter and the first correspondence table. Forexample, when the value k of the reference number counter becomes 1, theCPU 106 decides the number of medals to be paid by the rescue pay at360. The CPU 106 stores the decided number as a rescue pay number in theRAM 110. Note that an initial value of the rescue pay number is 0.Moreover, the CPU 106 displays images showing that the rescue pay isgenerated and showing the payout number by the rescue pay on the upperdisplay 33 and the liquid crystal display 16. Display examples are shownin FIG. 38 and FIG. 39. On the upper display 33, such an image 232 shownin FIG. 38 is displayed, and on the liquid crystal display 16, suchimages shown in FIG. 39 are displayed. On the upper display 33, theimage 232 showing the number of medals to be paid by the rescue pay isdisplayed. On the liquid crystal display 16, there are displayed: images249 and 250 in which the woman angel is drawn; and an image 252 showingthe number of medals to be paid by the rescue pay. The woman angel shownby the image 249 expands the hands, and stars spill out of the hands. Insuch a way, the slot machine 10 can impress the player that the rescuepay will be generated. The images 250 are individually displayed on adisplay area formed of the display areas Q1, Q6 and Q11, a display areaformed of the display areas Q2, Q7 and Q12, a display area formed of thedisplay areas Q3, Q8 and Q13, a display area formed of the display areasQ4, Q9 and Q14, and a display area formed of the display areas Q5, Q10and Q15.

In Step S103-1, the CPU 106 determines a condition that the value k ofthe reference number counter is 4 or more. When this condition issatisfied, the processing proceeds to Step S103-2, and when thiscondition is not satisfied, the processing proceeds to Step S103-4.

In Step S103-2, the CPU 106 resets the value Ta of the unit game counterat 0, and resets the value k of the reference number counter at 1. InStep S103-3, the CPU 106 turns off the rescue setting flag. Thereafter,the CPU 106 ends the rescue pay execution processing.

In Step S103-4, the CPU 106 increases the value k of the referencenumber counter by 1. Thereafter, the CPU 106 ends the rescue payexecution processing.

In accordance with the increment processing and Step S102 to StepS103-4, when the value Ta of the unit game counter reaches Ta max kα, ork is equal to kα, the value of k is set at kα+1. Then, in Step S102 ineach cycle of the next time and after, the value Ta of the unit gamecounter is not compared with Ta max kα, but is compared with Ta max(kα+1). Hence, the CPU 106 performs the increment processing or theprocessing of Step S103-4, and thereby invalidates Ta max kα, and inStep S102 in each cycle of the next time and after, compares Ta max(kα+1) that is not invalidated (that is, valid) with the value Ta of theunit game counter.

Next, a description will be made of the payout processing based on FIG.9. In Step S111, the CPU 106 reads out the usual payout number from theRAM 110. In Step S112, the CPU 106 reads out the rescue pay number fromthe RAM 110. In Step S113, the CPU 106 pays out the medals of the numbercorresponding to the total of the usual payout number and the rescue paynumber. Thereafter, the CPU 106 resets both of the usual payout numberand the rescue pay number at 0, and ends the payout processing.

Second Embodiment

Next, a description will be made of a second embodiment. The secondembodiment is similar to the first embodiment except that unit gameexecution processing, increment processing, and rescue pay executionprocessing are different from those of the first embodiment.Accordingly, the description will be made only of these differentpoints. Note that, in the second embodiment, with regard to thereference number counter, two types are prepared, which are a firstreference number counter and a second reference number counter. A valueof the first reference number counter is defined as k1, and a value ofthe second reference number counter is defined as k2. Both of the firstreference number counter and the second reference number counter areformed on the counter 128, initial values thereof are set at 1. Each ofk1 and k2 becomes an integer of 1 or more.

First, a description will be made of the unit game execution processingbased on FIG. 10. In Step S120, the CPU 106 determines a condition thatthe rescue setting flag is turned on. When this condition is satisfied,the processing proceeds to Step S121, and when this condition is notsatisfied, the processing proceeds to Step S125.

In Step S121, the CPU 106 increases a value Tb of an accumulated betcounter (formed on the counter 128; an initial value thereof is 0) bythe bet number per unit game.

In Step S123, the CPU 106 increases the value Ta of the unit gamecounter by 1.

Processing of Step S125 to Step S130 is similar to that of Step S71 toStep S76 which are shown in FIG. 6, and accordingly, a descriptionthereof will be omitted.

Next, a description will be made of the increment processing based onFIG. 11. In Step S131, the CPU 106 determines a condition that thespecific symbol establishment flag is turned on. When this condition issatisfied, the processing proceeds to Step S132, and when this conditionis not satisfied, the increment processing is ended.

In Step S132, the CPU 106 increases each of the value k1 of the firstreference number counter and the value k2 of the second reference numbercounter by 1. In Step S132-1, the CPU 106 determines a condition thatthe value k1 of the first reference number counter exceeds 4. When thiscondition is satisfied, the processing proceeds to Step S132-2, and whenthis condition is not satisfied, the processing proceeds to Step S133.

In Step S132-2, the CPU 106 resets each of the value Ta of the unit gamecounter and the value Tb of the accumulated bet counter at 0, and resetseach of the value k1 of the first reference number counter and the valuek2 of the second reference number counter at 1. In Step S132-3, the CPU106 turns off the rescue setting flag.

In Step S133, the CPU 106 turns off (resets) the specific symbolestablishment flag. Thereafter, the CPU 106 ends the incrementprocessing.

Next, a description will be made of the rescue pay execution processingbased on FIG. 12. In Step S135, the CPU 106 determines a condition thatthe rescue setting flag is turned on. When this condition is satisfied,the processing proceeds to Step S136, and when this condition is notsatisfied, the rescue pay execution processing is ended.

In Step S136, the CPU 106 decides Ta max k1 based on the value k1 of thefirst reference number counter and the first correspondence table shownin FIG. 23. The CPU 106 determines a condition that the value Ta of theunit game counter coincides with the decided Ta max k1. When thiscondition is satisfied, the processing proceeds to Step S138, and whenthis condition is not satisfied, the processing proceeds to Step S137.

In Step S137, the CPU 106 decides Tb max k2 based on the value k2 of thesecond reference number counter and a second correspondence table shownin FIG. 24. Here, the second correspondence table shows a correspondencerelationship among the value k2 of the second reference number counter,a value of Tb max k2, and the payout number by the rescue pay, and isstored in the ROM 108. For example, when k2 becomes equal to 1, the CPU106 decides Tb max k2 at 5000. The CPU 106 determines a condition thatthe value Tb of the accumulated bet counter coincides with the decidedTb max k2. When this condition is satisfied, the processing proceeds toStep S138, and when this condition is not satisfied, the processingproceeds to Step S137-1.

In Step S137-1, the CPU 106 displays images corresponding to the valueTa of the unit game counter and the value Tb of the accumulated betcounter on the upper display 33 and the liquid crystal display 16.Specifically, the CPU 106 calculates the value of Ta max 1−Ta, the valueof Ta max 2−Ta, the value of Ta max 3−Ta, and the value of Ta max 4−Taas the remaining numbers of unit games until receiving the rescue pay.Note that, when such a value of Ta max k1α−Ta becomes a minus, the CPU106 calculates the value of Ta max k1α−Ta to be 0. Here, k1α is aninteger within a range of 1 to 4. Moreover, the CPU 106 calculates avalue of Tb max 1−Tb, a value of Tb max 2−Tb, a value of Tb max 3−Tb,and a value of Tb max 4−Tb as the remaining numbers of accumulated betsuntil receiving the rescue pay. Note that, when such a value of Tb maxk2α−Tb becomes a minus, the CPU 106 calculates the value of Tb maxk2α−Tb to be 0. Here, k2α becomes an integer within a range of 1 to 4.

Subsequently, as shown in FIG. 40, the CPU 106 displays the resetcondition explanation panel 401 and a count down panel 403 on the upperdisplay 33. On the count down panel 403, the remaining numbers of unitgames until receiving the rescue pay (in FIG. 40, simply expressed as“remaining number of games”) and the numbers of medals to be paid by therescue pay (in FIG. 40, simply expressed as “payout number”) are shownin association with each other. Moreover, on the count down panel 403,the remaining numbers of accumulated bets until receiving the rescue pay(in FIG. 40, simply expressed as “remaining number of bets”) and thenumbers of medals to be paid by the rescue pay are shown in associationwith each other. FIG. 40 shows a display example when Ta is equal to 500and Tb is equal to 1500. Moreover, as shown in FIG. 32, when the valueof Ta max k1−Ta is larger than 10, the display areas 31, 32 a and 32 band the rescue pay button 210 are displayed on the liquid crystaldisplay 16 besides the display areas Q1 to Q15.

When the value of Ta max k1−Ta has become 10 or less, the CPU 106displays the reset condition explanation panel 401 and the count downpanel 403 on the upper display 33, and meanwhile, as shown in FIG. 35,displays the woman angel 249 on the liquid crystal display 16. The CPU106 expands the wings of the woman angel 249 every time when the valueof Ta max k1−Ta is reduced. FIG. 35 shows a display example when thevalue of Ta max k1−Ta is 10, and FIG. 37 shows a display example whenthe value of Ta max k1−Ta is 1. Moreover, the CPU 106 irradiates thelight from the lamp 30, and rotates the reflection plate. The CPU 106increases the rotation speed of the reflection plate every time when thevalue of Ta max k1−Ta is reduced. Thereafter, the CPU 106 ends therescue pay execution processing. As a matter of course, the CPU 106 maydisplay the angel 249 and expand the wings of the angel 249 in responseto the value of Tb max k2−Tb. The same can also be applied to the lamp30.

In Step S138, the CPU 106 determines whether the condition of Step S136is satisfied or the condition of Step S137 is satisfied. When thecondition of Step S136 is satisfied, the CPU 106 decides the amount ofthe rescue pay, that is, the number of medals to be paid by the rescuepay based on the value k1 of the first reference number counter and thefirst correspondence table. For example, when the value k1 of the firstreference number counter becomes 1, the CPU 106 decides the number ofmedals to be paid by the rescue pay at 360. The CPU 106 stores thedecided number as the rescue pay number in the RAM 110. Note that theinitial value of the rescue pay number is 0.

Meanwhile, when the condition of Step S137 is satisfied, the CPU 106decides the amount of the rescue pay, that is, the number of medals tobe paid by the rescue pay based on the value k2 of the second referencenumber counter and the second correspondence table shown in FIG. 24. Forexample, when the value k2 of the second reference number counterbecomes 1, the CPU 106 decides the number of medals to be paid by therescue pay at 360. The CPU 106 stores the decided number as the rescuepay number in the RAM 110. Note that the initial value of the rescue paynumber is 0.

Moreover, the CPU 106 displays the images showing that the rescue pay isgenerated and showing the payout number by the rescue pay on the upperdisplay 33 and the liquid crystal display 16. Display examples are shownin FIG. 38 and FIG. 39.

In Step S138-1, the CPU 106 determines a condition that the value k1 ofthe first reference number counter is 4 or more. When this condition issatisfied, the processing proceeds to Step S138-2, and when thiscondition is not satisfied, the processing proceeds to Step S138-4.

In Step S138-2, the CPU 106 resets each of the value Ta of the unit gamecounter and the value Tb of the accumulated bet counter at 0, and resetseach of the value k1 of the first reference number counter and the valuek2 of the second reference number counter at 1.

In Step S138-3, the CPU 106 turns off the rescue setting flag.Thereafter, the CPU 106 ends the rescue pay execution processing.

In Step S138-4, the CPU 106 increases each of the value k1 of the firstreference number counter and the value k2 of the second reference numbercounter by 1. Thereafter, the CPU 106 ends the rescue pay executionprocessing.

In accordance with the increment processing shown in FIG. 11 and withStep S138-2 and Step S138-4 which are shown in FIG. 12, the value k1 ofthe first reference number counter and the value k2 of the secondreference number counter always take the same value.

In accordance with the increment processing and Step S136 to StepS138-4, the values of k1 and k2 are set at kα+1 when the value Ta of theunit game counter reaches Ta max kα (kα is an integer within a range of1 to 4), when the value Tb of the accumulated bet counter reaches Tb maxkα, or when the reset condition is satisfied in the case where k1 isequal to kα. Then, in Step S136 in each cycle of the next time andafter, the value Ta of the unit game counter is not compared with Ta maxkα, but is compared with Ta max (kα+1). In a similar way, the value Tbof the accumulated bet counter is not compared with Tb max kα, but iscompared with Tb max (kα+1). Hence, the CPU 106 performs the incrementprocessing or the processing of Step S138-4, and thereby invalidatesboth of Ta max kα and Tb max kα. Subsequently, in Step S136 in eachcycle of the next time and after, the CPU 106 compares Ta max (kα+1)that is not invalidated (that is, valid) with the value Ta of the unitgame counter, and in Step S137 in each cycle of the next time and after,the CPU 106 compares Tb max (kα+1) that is not invalidated (that is,valid) with the value Tb of the accumulated bet counter.

Third Embodiment

Next, a description will be made of a third embodiment. The thirdembodiment is similar to the first embodiment except that mainprocessing and unit game execution processing are different from thoseof the first embodiment, and accordingly, the description will be madeonly of these different points.

First, a description will be made of the main processing based on FIG.13. In Step S142, the CPU 106 performs similar processing to that ofStep S31 shown in FIG. 5.

In Step S143, the CPU 106 determines a condition that the rescue settingflag is turned on. When this condition is satisfied, the processingproceeds to Step S148, and when this condition is not satisfied, theprocessing proceeds to Step S144.

In Step S144, the CPU 106 determines a condition that the value Ta ofthe unit game counter is Ta1 or more. In this case, the value Ta1 issmaller than Ta max 1, and for example, becomes 100, and this value Ta1is stored in the ROM 108. When this condition is satisfied, theprocessing proceeds to Step S145, and when this condition is notsatisfied, the processing proceeds to Sep S148.

In Step S145 to Step S148, the CPU 106 performs similar processing tothat of Step S32-1 to Step S33 which are shown in FIG. 5. In Step S149,the CPU 106 performs the unit game execution processing shown in FIG.14. In Step S150 to Step S152, the CPU 106 performs similar processingto that of Step S35 to Step S37 which are shown in FIG. 5.

Next, a description will be made of the unit game execution processingbased on FIG. 14. In Step S154 to Step S161, the CPU 106 performssimilar processing to that of Step S70-2 to Step S76 which are shown inFIG. 6. Specifically, even if the rescue setting flag is not turned on,the CPU 106 performs the processing for increasing the value Ta of theunit game counter.

Fourth Embodiment

Next, a description will be made of a fourth embodiment. The fourthembodiment is similar to the first embodiment except that mainprocessing, unit game execution processing, increment processing, andrescue pay execution processing are different from those of the firstembodiment. Moreover, the increment processing and rescue pay executionprocessing of the fourth embodiment are similar to those of the secondembodiment. Accordingly, the description will be made only of the mainprocessing and the unit game execution processing.

First, a description will be made of the main processing based on FIG.15. In Step S162, the CPU 106 performs similar processing to that ofStep S31 shown in FIG. 5. In Step S163, the CPU 106 determines acondition that the rescue setting flag is turned on. When this conditionis satisfied, the processing proceeds to Step S169, and when thiscondition is not satisfied, the processing proceeds to Step S164.

In Step S164, the CPU 106 determines a condition that the value Ta ofthe unit game counter is Ta1 or more. When this condition is satisfied,the processing proceeds to Step S166, and when this condition is notsatisfied, the processing proceeds to Step S165.

In Step S165, the CPU 106 determines a condition that the value Tb ofthe accumulated bet counter becomes Tb1 or more. In this case, the valueTb1 is smaller than Tb max 1, and for example, becomes 500, and thisvalue Tb1 is stored in the ROM 108. When this condition is satisfied,the processing proceeds to Step S166, and when this condition is notsatisfied, the processing proceeds to Step S169.

In Step S166 to Step S169, the CPU 106 performs similar processing tothat of Step S32-1 to Step S33 which are shown in FIG. 5. In Step S170,the CPU 106 performs the unit game execution processing shown in FIG.16. In Step S171, the CPU 106 performs the increment processing shown inFIG. 11. In Step S172, the CPU 106 performs the rescue pay executionprocessing shown in FIG. 12. In Step S173, the CPU 106 performs similarprocessing to that of Step S37 shown in FIG. 5.

Next, a description will be made of the unit game execution processingbased on FIG. 16. In Step S174 to Step S182, the CPU 106 performssimilar processing to that of Step S121 to Step S130 which are shown inFIG. 10. Specifically, even if the rescue setting flag is not turned on,the CPU 106 performs the processing for increasing the value Tb of theaccumulated bet counter and the value Ta of the unit game counter.

Fifth Embodiment

Next, a description will be made of a fifth embodiment. The fifthembodiment is similar to the first embodiment except that rescue payexecution processing is different from that of the first embodiment, andaccordingly, the description will be made only of the rescue payexecution processing.

FIG. 17 is a flowchart showing the rescue pay execution processingaccording to the fifth embodiment. In Step S183, the CPU 106 determinesa condition that the rescue setting flag is turned on. When thiscondition is satisfied, the processing proceeds to Step S184, and whenthis condition is not satisfied, the rescue pay execution processing isended.

In Step S184, the CPU 106 decides Ta max k based on the value k of thereference number counter and the first correspondence table shown inFIG. 23. The CPU 106 determines a condition that the value Ta of theunit game counter coincides with the decided Ta max k. When thiscondition is satisfied, the processing proceeds to Step S186, and whenthis condition is not satisfied, the processing proceeds to Step S185.

In Step S185, the CPU 106 performs similar processing to that of StepS102-1 shown in FIG. 8. Thereafter, the CPU 106 ends the rescue payexecution processing.

In Step S186, the CPU 106 makes an inquiry whether the player is toreceive the rescue pay. Specifically, the CPU 106 displays anexplanation panel 220 shown in FIG. 41. An explanation sentence 220 d,the YES panel 221 and the NO panel 222 are displayed on the explanationpanel 220. The explanation sentence 220 d indicates a message to make aninquiry whether the player is to receive payout of a predeterminednumber (that is, the payout number of medals, which corresponds to Tamax k reached by the value Ta of the unit game counter) of medals as therescue pay. Specifically, the CPU 106 decides the payout number ofmedals, which corresponds to Ta max k reached by the value Ta of theunit game counter, based on the first correspondence table, and based ona result thereof, creates the explanation sentence 220 d, and displaysthe explanation sentence 220 d on the explanation panel 220.

In Step S187, the CPU 106 determines whether or not the player is toreceive the rescue pay based on a signal given from the touch panelsensor 19. When the player is to receive the rescue pay, the processingproceeds to Step S188, and when the player is not to receive the rescuepay, the processing proceeds to Step S189.

In Step S188 to Step S192, the CPU 106 performs similar processing tothat of Step S103 to Step S103-4 which are shown in FIG. 8.

Sixth Embodiment

Next, a description will be made of a sixth embodiment. The sixthembodiment is similar to the first embodiment except that rescue payexecution processing is different from that of the first embodiment, andaccordingly, the description will be made only of the rescue payexecution processing.

FIG. 18 is a flowchart showing the rescue pay execution processingaccording to the sixth embodiment. In Step S193 to Step S196, the CPU106 performs similar processing to that of Step S183 to Step 186 whichare shown in FIG. 17.

In Step S197, based on a signal given from the touch panel sensor 19,the CPU 106 determines whether or not the player is to receive therescue pay. When the player is to receive the rescue pay, the processingproceeds to Step S198, and when the player is not to receive the rescuepay, the processing proceeds to Step S200.

In Step S198, the CPU 106 performs similar processing to that of StepS103 shown in FIG. 8.

In Step S199, the CPU 106 sets the value k of the reference numbercounter at 4. In Step S200 to Step S203, the CPU 106 performs similarprocessing to that of Step S103 to Step S103-4 which are shown in FIG.8.

In accordance with Step S197 to Step S203, when the player receives thepayout of the rescue pay in the case where the value Ta of the unit gamecounter has reached Ta max kα, the value k of the reference numbercounter is forcibly set at 4. Moreover, since k becomes 4, k is reset at1, and the rescue setting flag is turned off. Specifically, Ta max kβ(kβ is an integer larger than ka) larger in value than Ta max kα isentirely invalidated.

Seventh Embodiment

Next, a description will be made of a seventh embodiment. The seventhembodiment is similar to the first embodiment except that mainprocessing, unit game execution processing, and rescue pay executionprocessing are different from those of the first embodiment, andaccordingly, the description will be made only of these differentpoints.

First, a description will be made of the main processing based on FIG.19. In Step S204 shown in FIG. 19, the CPU 106 performs similarprocessing to that of Step S31 shown in FIG. 5.

In Step S205, the CPU 106 determines a condition that the rescue settingflag is 1. When this condition is satisfied, the processing proceeds toStep S210, and when this condition is not satisfied, the processingproceeds to Step S206.

In Step S206 to Step S209, the CPU 106 performs similar processing tothat of Step S32-1 to Step S32-4 which are shown in FIG. 5. Here, inStep S206, an explanation sentence 220 e shown in FIG. 42 is displayedon the explanation panel 220 in place of the explanation sentence 220 ashown in FIG. 28. Specifically, in the seventh embodiment, the rescuepay is executed every time when the number of consumed medals (a valuethereof is represented as a value Tc of a consumed medal counter to bedescribed later) reaches 4000, 5500, 8000, and 15000.

In Step S210, based on the bet number per unit game, the CPU 106 updatesthe value Tc of the consumed medal counter. Specifically, the CPU 106increases the value Tc of the consumed medal counter by the bet numberper unit game. Here, the consumed medal counter is formed on the counter128, and an initial value thereof is set at 0. Thereafter, the CPU 106advances to Step S211.

In Step S211, the CPU 106 performs similar processing to that of StepS33 shown in FIG. 5.

In Step S212, the CPU 106 performs the unit game execution processingshown in FIG. 20. In Step S213, the CPU 106 performs the incrementprocessing shown in FIG. 7. In Step S214, the CPU 106 performs therescue pay execution processing shown in FIG. 21. In Step S215, the CPU106 performs the payout processing shown in FIG. 9. Thereafter, the CPU106 ends the main processing.

Next, a description will be made of the unit game execution processingbased on FIG. 20. In Step S216 to Step S219, the CPU 106 performssimilar processing to that of Step S71 to Step S74 which are shown inFIG. 6.

In Step S220, the CPU 106 determines a condition that the rescue settingflag is 1. When this condition is satisfied, the processing proceeds toStep S221, and when this condition is not satisfied, the unit gameexecution processing is ended.

In Step S221, the CPU 106 updates the value Tc of the consumed medalcounter based on the number of medals, which is calculated in Step S219.Specifically, the CPU 106 reduces the value Tc of the consumed medalcounter by the number of medals, which is calculated in Step S219. Notethat, when the value Tc of the consumed medal counter has become a minusas a result of the above-described reduction, the CPU 106 sets the valueTc of the consumed medal counter at 0.

In Step S222 and Step S223, the CPU 106 performs similar processing tothat of Step S75 and Step S76 which are shown in FIG. 6. Thereafter, theCPU 106 ends the unit game execution processing.

Next, a description will be made of the rescue pay execution processingbased on FIG. 21. In Step S224, the CPU 106 determines a condition thatthe rescue setting flag is 1. When this condition is satisfied, theprocessing proceeds to Step S225, and when this condition is notsatisfied, the rescue pay execution processing is ended.

In Step S225, the CPU 106 decides Tc max k (this is so-called “ceiling”)based on the value k of the reference number counter and the thirdcorrespondence table shown in FIG. 25. Here, the third correspondencetable shows a correspondence relationship among the value k of thereference number counter, a value of Tc max k, and the payout number bythe rescue pay, and is stored in the ROM 108. For example, when thevalue k of the reference number counter becomes 1, the CPU 106 decidesTc max k at 4000. The CPU 106 determines a condition that the value Tcof the consumed medal counter coincides with the decided Tc max k. Whenthis condition is satisfied, the processing proceeds to Step S227, andwhen this condition is not satisfied, the processing proceeds to StepS226.

In Step S226, the CPU 106 displays images corresponding to the value Tcof the consumed medal counter on the upper display 33 and the liquidcrystal display 16. Specifically, the CPU 106 calculates a value of Tcmax 1−Tc, a value of Tc max 2−Tc, a value of Tc max 3−Tc, and a value ofTc max 4−Tc as the remaining numbers of consumed medals until receivingthe rescue pay. Note that, when such a value of Tc max kα−Tc becomes aminus, the CPU 106 calculates the value of Tc max kα−Tc to be 0. Here,kα is an integer within a range of 1 to 4. Subsequently, as shown inFIG. 43, the CPU 106 displays the reset condition explanation panel 401and a count down panel 404 on the upper display 33. On the count downpanel 404, the remaining numbers of consumed medals until receiving therescue pay (in FIG. 42, simply expressed as “remaining number ofconsumed credits”) and the numbers of medals to be paid by the rescuepay (in FIG. 42, simply expressed as “payout number”) are shown inassociation with each other. Specifically, on the count down panel 402,the value of Tc max 1−Tc and the payout number “360” are displayed inassociation with each other, the value of Tc max 2−Tc and the payoutnumber “720” are displayed in association with each other, the value ofTc max 3−Tc and the payout number “1440” are displayed in associationwith each other, and the value of Tc max 4−Tc and the payout number“2880” are displayed in association with each other. FIG. 42 shows adisplay example when Tc is equal to 2000. Note that, as shown in FIG.32, when the value of Tc max k−Tc is larger than 1000, the display areas31, 32 a and 32 b and the rescue pay button 210 are displayed on theliquid crystal display 16 besides the display areas Q1 to Q15.

When the value of Tc max k−Tc has become 1000 or less, the CPU 106displays the reset condition explanation panel 401 and the count downpanel 404 on the upper display 33, and meanwhile, displays the womanangel 249 on the liquid crystal display 16 as shown in FIG. 35. The CPU106 expands the wings of the woman angel 249 every time when the valueof Tc max k1−Tc is reduced. Moreover, the CPU 106 irradiates the lightfrom the lamp 30, and rotates the reflection plate. The CPU 106increases the rotation speed of the reflection plate every time when thevalue of Tc max k1−Tc is reduced. Thereafter, the CPU 106 ends therescue pay execution processing.

In Step S227, the CPU 106 decides the amount of the rescue pay, that is,the number of medals to be paid by the rescue pay based on the value kof the reference number counter and the third correspondence table. Forexample, when the value k of the reference number counter becomes 1, theCPU 106 decides the number of medals to be paid by the rescue pay at360. The CPU 106 stores the decided number as the rescue pay number inthe RAM 110. Note that the initial value of the rescue pay number is 0.

Moreover, the CPU 106 displays images showing that the rescue pay isgenerated and showing the payout number by the rescue pay on the upperdisplay 33 and the liquid crystal display 16. Display examples are shownin FIG. 38 and FIG. 39.

In Step S228, the CPU 106 determines a condition that the value k of thereference number counter is 4 or more. When this condition is satisfied,the processing proceeds to Step S229, and when this condition is notsatisfied, the processing proceeds to Step S231.

In Step S229, the CPU 106 resets the value Tc of the consumed medalcounter at 0, and resets the value k of the reference number counterat 1. In Step S230, the CPU 106 turns off the rescue setting flag.Thereafter, the CPU 106 ends the rescue pay execution processing.

In Step S231, the CPU 106 increases the value k of the reference numbercounter by 1. Thereafter, the CPU 106 ends the rescue pay executionprocessing.

The description has been made above of the embodiments of the presentinvention; however, the embodiments merely illustrate specific examples,and do not particularly limit the present invention. It is possible toappropriately perform design changes for specific configurations of therespective means and the like. Moreover, the effects described in theembodiments of the present invention merely list the most suitableeffects generated from the present invention, and the effects derivedfrom the present invention are not limited to those described in theembodiments of the present invention. The above-described respectiveembodiments may be mutually combined.

In the above-described detailed explanation, the explanation has beenmade mainly of the characteristic portions so that the present inventioncan be more easily understandable. The present invention is not limitedto the embodiments described in the above-described detailedexplanation, and can also be applied to other embodiments, andapplication ranges thereof are broad. Moreover, the terms and thephraseology which are used in this specification are used for explainingthe present invention with accuracy, and are not used for limiting theinterpretation of the present invention. Moreover, it is considered easyfor those skilled in the art to figure out other configurations,systems, methods, and the like, which are incorporated in the concept ofthe present invention, from the concept of the present inventiondescribed in this specification. Hence, the description of scope ofclaims must be regarded as one incorporating equilibrium configurationsof those of the scope of the technical concept of the present inventionwithout departing therefrom. Moreover, it is an object of the abstractto assist patent offices, common public institutions, engineers whobelong to this technical field and are not conversant in patents, lawterms, or technical terms, and the like so that they can rapidlydetermine the technical contents and essence of this application by asimple investigation. Hence, the abstract is not intended to limit thescope of the invention to be evaluated by the description of the scopeof claims. Moreover, in order to sufficiently understand the object ofthe present invention and the effects intrinsic to the presentinvention, it is desired that the present invention be interpreted infull consideration for already-disclosed documents, and the like.

The above-described detailed explanation incorporates processingexecuted by a computer. The explanation and the expression in the abovedescription are described for the purpose of being understood mostefficiently by those skilled in the art. In this specification, therespective steps for use in deriving one result should be understood asprocessing free from self-contradiction. Moreover, in the respectivesteps, electric or magnetic signal transmission/reception, recording,and the like are performed. In the processing in each step, such asignal is expressed by a bit, a value, a symbol, a letter, a term, anumber, or the like; however, it is necessary to keep it in mind thatthese are merely used for explanation convenience. Moreover, theprocessing in each step is sometimes described in expression common to ahuman action; however, the processing explained in this specification isbasically executed by a variety of devices. Moreover, otherconfigurations required for performing the respective steps becomeself-evident from the above-explanation.

1. A gaming device comprising: a storage device that stores plural typesof reference numbers, each of which indicates an execution number ofunit games, the execution number being taken as an occasion where apayout is provided; and a controller that operates: (a) to perform acontrol to repeatedly execute the unit games; (b) to perform a controlto invalidate the plural types of reference numbers in order from asmaller one in value every time when a predetermined reset condition issatisfied; (c) to store each execution number of unit games; (d) todetermine whether or not the stored execution number of unit games hasreached any of the reference numbers which are valid; (e) to provide apayout when it is determined that the stored execution number of unitgames has reached any of the valid reference numbers; and (f) toinvalidate the reference number reached by the stored execution numberof unit games.
 2. A gaming device comprising: a storage device thatstores plural types of reference numbers, each of which indicates anexecution number of unit games, the execution number being taken as anoccasion where a payout is provided, and the plural types of referencenumbers being associated with plural types of payout amounts; and acontroller that operates: (a) to repeatedly execute the unit games; (b)to perform a control to invalidate the plural types of reference numbersin order from a smaller one in value every time when a predeterminedreset condition is satisfied; (c) to store each execution number of unitgames; (d) to determine whether or not the stored execution number ofunit games has reached any of the reference numbers which are valid; (e)when it is determined that the stored execution number of unit games hasreached any one reference number of the valid reference numbers, toprovide a payout of an amount corresponding to the one reference number;and (f) to invalidate the reference number reached by the storedexecution number of unit games.
 3. A gaming device comprising: a storagedevice that stores plural types of reference numbers, each of whichindicates an execution number of unit games, the execution number beingtaken as an occasion where a payout is provided, and the plural types ofreference numbers being associated with plural types of payout amounts;and a controller that operates: (a) to perform a control to repeatedlyexecute the unit games; (b) to invalidate the plural types of referencenumbers in order from a smaller one in value every time when apredetermined reset condition is satisfied; (c) to store each executionnumber of unit games; (d) to display, on a display, the predeterminedreset condition, a payout amount corresponding to each of the referencenumbers, and a remaining number of the unit games until the storedexecution number of unit games reaches each of the reference numbers;(e) to determine whether or not the stored execution number of unitgames has reached any of the reference numbers which are valid; (f) whenit is determined that the stored execution number of unit games hasreached any one reference number of the valid reference numbers, toprovide a payout of an amount corresponding to the one reference number;and (g) to invalidate the reference number reached by the storedexecution number of unit games.
 4. A gaming device comprising: a storagedevice that stores plural types of reference numbers, each of whichindicates an execution number of unit games, the execution number beingtaken as an occasion where a payout is provided; and a controller thatoperates: (a) to repeatedly execute the unit games; (b) to invalidatethe plural types of reference numbers in order from a smaller one invalue every time when a predetermined reset condition is satisfied; (c)to store each execution number of unit games; (d) to determine whetheror not the stored execution number of unit games has reached any of thereference numbers which are valid; (e) when it is determined that thestored execution number of unit games has reached any of the validreference numbers, to receive an input using an input device capable ofinput as to whether or not a player is to receive the payout; (f) toprovide a payout when the information inputted from the input deviceindicates a message that the player is to receive the payout; and (g) toinvalidate the reference number reached by the stored execution numberof unit games.
 5. A gaming device comprising: a storage device thatstores plural types of reference numbers, each of which indicates anexecution number of unit games, the execution number being taken as anoccasion where a payout is provided; and a controller that operates: (a)to repeatedly execute the unit games; (b) to invalidate the plural typesof reference numbers in order from a smaller one in value every timewhen a predetermined reset condition is satisfied; (c) to store eachexecution number of unit games; (d) to determine whether or not thestored execution number of unit games has reached any of the referencenumbers which are valid; (e) when it is determined that the storedexecution number of unit games has reached any of the valid referencenumbers, to receive an input using an input device capable of input asto whether or not a player is to receive the payout; (f) to provide apayout when the information inputted from the input device indicates amessage that the player is to receive the payout; (g) to invalidate thereference number reached by the stored execution number of unit games;and (h) when the information inputted from the input device indicatesthe message that the player is to receive the payout, to invalidate thereference number larger in value than the reference number reached bythe stored execution number of unit games.
 6. A gaming devicecomprising: a storage device that stores plural types of referencenumbers, each of which indicates an execution number of unit games, theexecution number being taken as an occasion where a payout is provided,and the plural types of reference numbers being associated with pluraltypes of payout amounts; and a controller that operates: (a) torepeatedly execute the unit games; (b) to invalidate the plural types ofreference numbers in order from a smaller one in value every time when apredetermined reset condition is satisfied; (c) to store each executionnumber of unit games; (d) to determine whether or not the storedexecution number of unit games has reached any of the reference numberswhich are valid; (e) when it is determined that the stored executionnumber of unit games has reached any one reference number of the validreference numbers, to receive an input using an input device capable ofinput as to whether or not a player is to receive the payout; (f) toprovide a payout of an amount corresponding to the one reference numberwhen the information inputted from the input device indicates a messagethat the player is to receive the payout; and (g) to invalidate thereference number reached by the stored execution number of unit games.7. A gaming device comprising: a storage device that stores plural typesof reference numbers, each of which indicates an execution number ofunit games, the execution number being taken as an occasion where apayout is provided, and the plural types of reference numbers beingassociated with plural types of payout amounts; and a controller thatoperates: (a) to repeatedly execute the unit games; (b) to invalidatethe plural types of reference numbers in order from a smaller one invalue every time when a predetermined reset condition is satisfied; (c)to store each execution number of unit games; (d) to determine whetheror not the stored execution number of unit games has reached any of thereference numbers which are valid; (e) when it is determined that thestored execution number of unit games has reached any one referencenumber of the valid reference numbers, to receive an input using aninput device capable of input as to whether or not a player is toreceive the payout; (f) to provide a payout of an amount correspondingto the one reference number when the information inputted from the inputdevice indicates a message that the player is to receive the payout; (g)to invalidate the reference number reached by the stored executionnumber of unit games; and (h) when the information inputted from theinput device indicates the message that the player is to receive thepayout, to invalidate the reference number larger in value than thereference number reached by the stored execution number of unit games.8. A gaming device comprising: a storage device that stores plural typesof reference numbers, each of which indicates an execution number ofunit games, the execution number being taken as an occasion where apayout is provided, and the plural types of reference numbers beingassociated with plural types of payout amounts; and a controller thatoperates: (a) to perform a control to repeatedly execute the unit games;(b) to invalidate the plural types of reference numbers in order from asmaller one in value every time when a predetermined reset condition issatisfied; (c) to store each execution number of unit games; (d) todisplay, on a display, the predetermined reset condition, a payoutamount corresponding to each of the reference numbers, and a remainingnumber of the unit games until the stored execution number of unit gamesreaches each of the reference numbers; (e) to determine whether or notthe stored execution number of unit games has reached any of thereference numbers which are valid; (f) when it is determined that thestored execution number of unit games has reached any one referencenumber of the valid reference numbers, to receive an input using aninput device capable of input as to whether or not a player is toreceive the payout; (g) to provide a payout of an amount correspondingto the one reference number when the information inputted from the inputdevice indicates a message that the player is to receive the payout; and(h) to invalidate the reference number reached by the stored executionnumber of unit games.
 9. A gaming device comprising: a storage devicethat stores plural types of reference numbers, each of which indicatesan execution number of unit games, the execution number being taken asan occasion where a payout is provided, and the plural types ofreference numbers being associated with plural types of payout amounts;and a controller that operates: (a) to perform a control to repeatedlyexecute the unit games; (b) to invalidate the plural types of referencenumbers in order from a smaller one in value every time when apredetermined reset condition is satisfied; (c) to store each executionnumber of unit games; (d) to display, on a display, the predeterminedreset condition, a payout amount corresponding to each of the referencenumbers, and a remaining number of the unit games until the storedexecution number of unit games reaches each of the reference numbers;(e) to determine whether or not the stored execution number of unitgames has reached any of the reference numbers which are valid; (e) whenit is determined that the stored execution number of unit games hasreached any one reference number of the valid reference numbers, toreceive an input using an input device capable of input as to whether ornot a player is to receive the payout; (f) to provide a payout of anamount corresponding to the one reference number when the informationinputted from the input device indicates a message that the player is toreceive the payout; (g) to invalidate the reference number reached bythe stored execution number of unit games; and (h) when the informationinputted from the input device indicates the message that the player isto receive the payout, to invalidate the reference number larger invalue than the reference number reached by the stored execution numberof unit games.
 10. A gaming device comprising: a storage device thatstores plural types of reference consumptions, each of which indicates aconsumption of bet money, the consumption being taken as an occasionwhere a payout is provided; and a controller that performs: (a)processing for performing a control to repeatedly execute unit games;(b) processing for performing a control to invalidate the plural typesof reference consumptions in order from a smaller one in value when apredetermined reset condition is satisfied; (c) processing for storingeach consumption of the bet money; (d) processing for performing acontrol to determine whether or not the stored consumption of the betmoney has reached any of the reference consumptions which are valid; (e)processing for performing a control to provide a payout when it isdetermined that the stored consumption of the bet money has reached anyof the valid reference consumptions; and (f) processing for performing acontrol to invalidate the reference consumption reached by the storedconsumption of the bet money.